Command and Conquer Red Alert 3 Walkthrough

Allied
Red Alert 3 Walkthrough Index: Allied: Allied Units | Mission 1  |  Mission 2  |  Mission 3  |  Mission 4  |  Mission 5  |  Mission 6  |  Mission 7  |  Mission 8  |  Mission 9

North Sea: The Unfathomable Fortress
Mission Objectives:
  • Protect the Recovered Salvage Ship
  • Destroy the first radar ship
  • Destroy the second radar ship
  • Destroy the generators
  • Capture the generators
  • Capture both fortress power cores

    The hydrofoil's weapon jammer ability will help you to avoid losses while you protect the salvage ship.Protecting the recovery ship is a cinch. You start with four dolphins and four hydrofoils. Hotkey four dolphins and 1 hydrofoil set to jam weapons into one group, while the rest of the hydrofoils stay near the recovery ship with two in anti-air mode and 1 with weapon jammers. Stay mobile with your dolphins while the hydrofoils (except the one grouped with the dolphins) generally stay near the recovery ship.

    When the countdown is over, you will be given control of four spies while Natasha comes from the Soviet side to help you. Select all your spies, then camouflage them as an empire infantry unit. Send one spy at a time into the power plants and Natasha will take care of them while they're offline. When the path is safe to the radar boat and all power plants are destroyed, click the boat and order your co-commander to destroy it.


    In the third phase, you will control Tanya while the co-commander has four combat engineers. You need to clear the area around each generator then issue an order for your co-commander to take it with an engineer. It's not that hard, but you need to be on your toes with Tanya if you want to ensure the survival of all four engineers. Do this by moving a little further than the power plant, then stopping and making sure that all is well before moving on and issuing the order to take out the generator. After the first northern generator, you must turn south past the two deactivate turrets. There is a health crate, which you should take if Tanya is low. The next power plant is not guarded by turrets, and will deactivate the turrets to the east when captured. Take the money crate there. There is a second money crate near the next set of deactivated turrets to the east. The final generator is a cinch, and it leaves you free to snag a third money crate to the east then hit the radar ship.

    At last, Allied and Soviet MCVs will arrive and deploy in the ocean. Clearly, naval forces are going to be important for this mission. The first thing you must build is a power plant. Next, a shipyard is mandatory. Once the shipyard is done, make an airfield with vindicators. While they're being made, make eight dolphins, and six hydrofoils (three set to weapon jammers). Take the advanced aeronautics upgrade. The ships and dolphins you are making will be your mobile defensive fleet. Hotkey them because at this stage, allied static defenses are crap. A third power plant will be useful later, while your units are being trained. Take heightened clearance, as well, for it will allow you to make assault destroyers and progress a step further toward aircraft carriers. Hotkey your navy as it comes out, all in one group. Watch your radar for battlecruisers so that you can send vindicators to soften them while your fleet is being made.

    Use your four vindicators against the naginata cruisers to the east. Work on destroying all four, then the defenses guarding the lone refinery. Once they're all down, it's time to send in a prospector. If you position it correctly, you can gain control of the area for a refinery and some land structures (namely, a boot camp). The boot camp can then make engineers to capture the empire refinery and the neutral oil derricks in the area. Make a war factory here, as well, so that you can make riptide ACVs to load units into later. Don't spend the credits on the riptides or infantry just yet, however.

    Start using your vindicators to hit Empire of the Rising Sun capital ships, such as cruisers and battleships. Back at your base work on buffing up your navy. The max clearance upgrade should be purchased while you build a few assault destroyers. Once carriers are available, make four. Keep in mind you need an active navy to defend your base and take breaks to keep at least six to eight dolphins and the weapon-jammer enabled hydrofoils going. Once you've got your capital ships, make hydrofoils to protect them from air. I recommend about eight with two set to jam weapons. Dolphins are also great here as damage sponges and for taking out mini subs etc.

    Your aircraft carriers can hit targets far inland. Protect them with a fleet of ships because they're terrible short range.Once your second fleet is ready to engage, get them hotkeyed. Put the carriers in their own group while the rest are in a separate group. Keep your original defensive fleet and work to rebuild them as the attack fleet sets out. Use your carriers for most of the damage dealing so that they can gain promotions. When you near the floating fortress, Start working on static defenses. You can set your co-commander to strike their shipyards or do it yourself. You will eventually achieve naval superiority, which is paramount.

    Now you may want to make a second airfield to make apollo fighters to deal with rocket angels. They're pretty nasty and can hide a bit inland so that your hydrofoils can't reach them. Work on that while you bombard all static defenses and make your way to each shipyard.


    When the power generators blow up, the mission will be complete. It takes two engineers going in at almost the same time to complete this mission objective.Work your way to the inlet where the ramp is, destroying everything with your carriers. As you do this, make reinforcing your navy priority one but begin working to make 15 javelin soldiers, 10 peacekeepers, 5 engineers, and six riptide ACVs back at your land expansion. Continue bombardment of key enemy structures then load your infantry into the riptides. You should now be free to send your riptides to one of the reactors. Try to split them up so that engineers make it swiftly to each. The key here is to capture one reactor then the second within 30 seconds. Make sure most everything dangerous is neutralized before you send them in.